ef2gamesource/dlls/game/generalCombatWithRangedWeapon.hpp
Walter Julius Hennecke 11389c2559 reformatting
2014-03-09 02:26:25 +01:00

283 lines
9.4 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/generalCombatWithRangedWeapon.hpp $
// $Revision:: 169 $
// $Author:: Bschofield $
// $Date:: 4/26/02 2:22p $
//
// Copyright (C) 2002 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
//
// DESCRIPTION:
// GeneralCombatWithMeleeWeapon Behavior Definition
//
//--------------------------------------------------------------------------------
//==============================
// Forward Declarations
//==============================
class GeneralCombatWithRangedWeapon;
#ifndef __GENERALCOMBAT_WITH_RANGEDWEAPON_HPP__
#define __GENERALCOMBAT_WITH_RANGEDWEAPON_HPP__
#include "behavior.h"
#include "behaviors_general.h"
//------------------------- CLASS ------------------------------
//
// Name: GeneralCombatWithRangedWeapon
// Base Class: Behavior
//
// Description: MetaBehavior for Sentient Type ( No relation to the sentient class )
// of Actor for executing Combat with no additional information
// ( i.e. Helper Nodes ) in the near vicinity.
// We may need to subclass this behavior for additional
// individuality, like "teammate general combat"
//
// Method of Use: Called From State Machine
//--------------------------------------------------------------
class GeneralCombatWithRangedWeapon : public Behavior {
public:
//------------------------------------
// States
//------------------------------------
typedef enum {
GC_WRW_CHANGE_POSTURE_TO_ADVANCE,
GC_WRW_CHANGE_POSTURE_TO_RETREAT,
GC_WRW_ADVANCE,
GC_WRW_ADVANCE_FIRING,
GC_WRW_RETREAT,
GC_WRW_RETREAT_FIRING,
GC_WRW_STRAFE,
GC_WRW_CHANGE_POSTURE_DUCK,
GC_WRW_DUCKED,
GC_WRW_DUCKED_FIRING,
GC_WRW_CHANGE_POSTURE_STAND,
GC_WRW_STAND,
GC_WRW_STAND_FIRING,
GC_WRW_FAILED
} generalCombatStates_t;
//-------------------------------------
// Public Interface
//-------------------------------------
CLASS_PROTOTYPE(GeneralCombatWithRangedWeapon);
GeneralCombatWithRangedWeapon();
~GeneralCombatWithRangedWeapon();
void SetArgs(Event* ev);
void AnimDone(Event* ev);
void PostureDone(Event* ev);
void Begin(Actor& self);
BehaviorReturnCode_t Evaluate(Actor& self);
void End(Actor& self);
void SetMovementAnim(const str& movementAnim) { _movementAnim = movementAnim; }
void SetTorsoAnim(const str& torsoAnim) { _torsoAnim = torsoAnim; }
void SetFireAnim(const str& fireAnim) { _fireAnim = fireAnim; }
void SetPreFireAnim(const str& preFireAnim) { _preFireAnim = preFireAnim; }
void SetPostFireAnim(const str& postFireAnim) { _postFireAnim = postFireAnim; }
void SetApproachDist(float approachDist) { _approachDist = approachDist; }
void SetRetreatDist(float retreatDist) { _retreatDist = retreatDist; }
void SetStrafeChance(float strafeChance) { _strafeChance = strafeChance; }
void SetStrafeTime(float strafeTime) { _strafeTime = strafeTime; }
void SetStrafeRandomFactor(float strafeRandomFactor) { _strafeRandomFactor = strafeRandomFactor; }
void SetPostureChangeChance(float postureChangeChance) { _postureChangeChance = postureChangeChance; }
void SetFireTimeMin(float fireTimeMin) { _fireTimeMin = fireTimeMin; }
void SetFireTimeMax(float fireTimeMax) { _fireTimeMax = fireTimeMax; }
void SetFireTimeRandomFactor(float fireTimeRandomFactor) { _fireTimeRandomFactor = fireTimeRandomFactor; }
void SetPauseTimeMin(float pauseTimeMin) { _pauseTimeMin = pauseTimeMin; }
void SetPauseTimeMax(float pauseTimeMax) { _pauseTimeMax = pauseTimeMax; }
void SetPauseTimeRandomFactor(float pauseTimeRandomFactor) { _pauseTimeRandomFactor = pauseTimeRandomFactor; }
virtual void Archive(Archiver& arc);
protected:
//-------------------------------------
// Internal Functionality
//-------------------------------------
void transitionToState(generalCombatStates_t state);
void setInternalState(generalCombatStates_t state, const str& stateName);
void init(Actor& self);
void think();
void updateEnemy();
void setTorsoAnim();
bool checkShouldApproach(float distToEnemy);
bool checkShouldRetreat(float distToEnemy);
bool checkShouldStrafe(float distToEnemy);
bool checkShouldChangePosture(float distToEnemy);
void setupRotate();
BehaviorReturnCode_t evaluateRotate();
void setupStateChangePostureToAdvance();
BehaviorReturnCode_t evaluateStateChangePostureToAdvance();
void failureStateChangePostureToAdvance(const str& failureReason);
void setupStateChangePostureToRetreat();
BehaviorReturnCode_t evaluateStateChangePostureToRetreat();
void failureStateChangePostureToRetreat(const str& failureReason);
void setupStateAdvance();
BehaviorReturnCode_t evaluateStateAdvance();
void failureStateAdvance(const str& failureReason);
void setupStateAdvanceFiring();
BehaviorReturnCode_t evaluateStateAdvanceFiring();
void failureStateAdvanceFiring(const str& failureReason);
void setupStateRetreat();
BehaviorReturnCode_t evaluateStateRetreat();
void failureStateRetreat(const str& failureReason);
void setupStateRetreatFiring();
BehaviorReturnCode_t evaluateStateRetreatFiring();
void failureStateRetreatFiring(const str& failureReason);
void setupStateStrafe();
BehaviorReturnCode_t evaluateStateStrafe();
void failureStateStrafe(const str& failureReason);
void setupStateChangePostureDuck();
BehaviorReturnCode_t evaluateStateChangePostureDuck();
void failureStateChangePostureDuck(const str& failureReason);
void setupStateDucked();
BehaviorReturnCode_t evaluateStateDucked();
void failureStateDucked(const str& failureReason);
void setupStateDuckedFiring();
BehaviorReturnCode_t evaluateStateDuckedFiring();
void failureStateDuckedFiring(const str& failureReason);
void setupStateChangePostureStand();
BehaviorReturnCode_t evaluateStateChangePostureStand();
void failureStateChangePostureStand(const str& failureReason);
void setupStateStand();
BehaviorReturnCode_t evaluateStateStand();
void failureStateStand(const str& failureReason);
void setupStateStandFiring();
BehaviorReturnCode_t evaluateStateStandFiring();
void failureStateStandFiring(const str& failureReason);
private:
//------------------------------------
// Parameters
//------------------------------------
str _movementAnim;
str _torsoAnim;
str _fireAnim;
str _preFireAnim;
str _postFireAnim;
float _approachDist;
float _retreatDist;
float _strafeChance;
float _strafeTime;
float _strafeRandomFactor;
float _postureChangeChance;
float _fireTimeMin;
float _fireTimeMax;
float _fireTimeRandomFactor;
float _pauseTimeMin;
float _pauseTimeMax;
float _pauseTimeRandomFactor;
//-------------------------------------
// Components
//-------------------------------------
RotateToEntity _rotate;
MoveRandomDirection _moveRandomDir;
FireWeapon _fireWeapon;
Strafe _strafeComponent;
//-------------------------------------
// Member Variables
//-------------------------------------
generalCombatStates_t _state;
Actor *_self;
EntityPtr _currentEnemy;
bool _finishedPostureTransition;
bool _randomAdvanceLockOut;
bool _randomRetreatLockOut;
float _nextRotateTime;
float _nextStrafeAttemptTime;
float _nextPostureChange;
float _nextClearRetreatLockOutTime;
float _nextClearAdvanceLockOutTime;
int _randomAdvanceFailures;
int _randomRetreatFailures;
float _nextFireTime;
float _nextPauseTime;
};
inline void GeneralCombatWithRangedWeapon::Archive(Archiver& arc) {
Behavior::Archive(arc);
//
// Archive Parameters
//
arc.ArchiveString(&_movementAnim);
arc.ArchiveString(&_torsoAnim);
arc.ArchiveString(&_fireAnim);
arc.ArchiveString(&_preFireAnim);
arc.ArchiveString(&_postFireAnim);
arc.ArchiveFloat(&_approachDist);
arc.ArchiveFloat(&_retreatDist);
arc.ArchiveFloat(&_strafeChance);
arc.ArchiveFloat(&_strafeTime);
arc.ArchiveFloat(&_strafeRandomFactor);
arc.ArchiveFloat(&_postureChangeChance);
arc.ArchiveFloat(&_fireTimeMin);
arc.ArchiveFloat(&_fireTimeMax);
arc.ArchiveFloat(&_fireTimeRandomFactor);
arc.ArchiveFloat(&_pauseTimeMin);
arc.ArchiveFloat(&_pauseTimeMax);
arc.ArchiveFloat(&_pauseTimeRandomFactor);
//
// Archive Components
//
arc.ArchiveObject(&_rotate);
arc.ArchiveObject(&_moveRandomDir);
arc.ArchiveObject(&_fireWeapon);
arc.ArchiveObject(&_strafeComponent);
//
// Archive Member Variables
//
ArchiveEnum(_state, generalCombatStates_t);
arc.ArchiveObjectPointer((Class **)&_self);
arc.ArchiveSafePointer(&_currentEnemy);
arc.ArchiveBool(&_finishedPostureTransition);
arc.ArchiveBool(&_randomAdvanceLockOut);
arc.ArchiveBool(&_randomRetreatLockOut);
arc.ArchiveFloat(&_nextRotateTime);
arc.ArchiveFloat(&_nextStrafeAttemptTime);
arc.ArchiveFloat(&_nextPostureChange);
arc.ArchiveFloat(&_nextClearRetreatLockOutTime);
arc.ArchiveFloat(&_nextClearAdvanceLockOutTime);
arc.ArchiveInteger(&_randomAdvanceFailures);
arc.ArchiveInteger(&_randomRetreatFailures);
arc.ArchiveFloat(&_nextFireTime);
arc.ArchiveFloat(&_nextPauseTime);
}
#endif /* __GENERALCOMBAT_WITH_RANGEDWEAPON_HPP__ */